﻿Shader "Unlit/VertexColorUnlit"
{
    Properties {
        _MainTex ("Texture", 2D) = "white" {}
    }
     
    Category {
        Tags { "Queue"="Geometry" }
        Lighting Off
        BindChannels {
            Bind "Color", color
            Bind "Vertex", vertex
            Bind "TexCoord", texcoord
        }
     
        SubShader {
            Pass {
                SetTexture [_MainTex] {
                    Combine texture * primary DOUBLE
                }
            }
        }
    }
}